diff --git a/code/modules/projectiles/guns/magnetic/bore.dm b/code/modules/projectiles/guns/magnetic/bore.dm index e27fdc38d6..4cb86a6d31 100644 --- a/code/modules/projectiles/guns/magnetic/bore.dm +++ b/code/modules/projectiles/guns/magnetic/bore.dm @@ -86,7 +86,17 @@ user.visible_message("\The [user] slots \the [cell] into \the [src].") update_icon() return - + if(thing.is_crowbar()) + if(!manipulator) + to_chat(user, "\The [src] has no manipulator installed.") + return + manipulator.forceMove(get_turf(src)) + user.put_in_hands(manipulator) + user.visible_message("\The [user] levers \the [manipulator] from \the [src].") + playsound(loc, 'sound/items/Crowbar.ogg', 50, 1) + manipulator = null + update_icon() + return if(thing.is_screwdriver()) if(!capacitor) to_chat(user, "\The [src] has no capacitor installed.") @@ -112,6 +122,20 @@ update_icon() return + if(istype(thing, /obj/item/weapon/stock_parts/manipulator)) + if(manipulator) + to_chat(user, "\The [src] already has \a [manipulator] installed.") + return + manipulator = thing + user.drop_from_inventory(manipulator) + manipulator.forceMove(src) + playsound(loc, 'sound/machines/click.ogg', 10,1) + mat_cost = initial(mat_cost) % (2*manipulator.rating) + user.visible_message("\The [user] slots \the [manipulator] into \the [src].") + update_icon() + return + + if(istype(thing, load_type)) loading = TRUE var/obj/item/stack/material/M = thing diff --git a/code/modules/projectiles/guns/magnetic/magnetic.dm b/code/modules/projectiles/guns/magnetic/magnetic.dm index 20e0ea8512..c327a2b51e 100644 --- a/code/modules/projectiles/guns/magnetic/magnetic.dm +++ b/code/modules/projectiles/guns/magnetic/magnetic.dm @@ -10,6 +10,7 @@ var/obj/item/weapon/cell/cell // Currently installed powercell. var/obj/item/weapon/stock_parts/capacitor/capacitor // Installed capacitor. Higher rating == faster charge between shots. + var/obj/item/weapon/stock_parts/manipulator/manipulator // Installed manipulator. Mostly for Phoron Bore, higher rating == less mats consumed upon firing var/removable_components = TRUE // Whether or not the gun can be dismantled. var/gun_unreliable = 15 // Percentage chance of detonating in your hands.